Drawing Damage directly under the Crosshair - Unreal Engine 4 Tech Art S03E06

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DanielElliott3d

DanielElliott3d

Күн бұрын

Пікірлер: 23
@JamesClement_DarthDisembowel
@JamesClement_DarthDisembowel Ай бұрын
Thanks for this, it helped me make a simple fog of war for my world map system. It also clarified a lot of shader concepts for me.
@levanfirtskhalava3836
@levanfirtskhalava3836 4 жыл бұрын
Great tool and very useful technic. I am very happy :)
@PsyCoCinematics
@PsyCoCinematics 2 жыл бұрын
4:53 Ultimate anime betrayal! Hah, couldn't resist XD If anyone didn't have the starter content turned on and opted to use something else, you'll notice the textures stretch on the edges in this one. Just swap to the UE4 Logo and it'll do fine for this example.
@reesaac5334
@reesaac5334 3 жыл бұрын
1:10 i cant see 'Shared: Clamp' option in ue5, what should i do?
@reesaac5334
@reesaac5334 3 жыл бұрын
i just add clamp node left of texture sample node, and looks like it works :P
@mellon853
@mellon853 3 жыл бұрын
@@reesaac5334 thanks)
@sams_3d_stuff
@sams_3d_stuff 3 жыл бұрын
You're the BEST!
@mattthomas372
@mattthomas372 Жыл бұрын
My brush completely fills the surface dmg texture/plane, even after adding the vector parameters/offset. What it is doing is moving the offset of the sampling in the brush itself.
@GRGC25
@GRGC25 2 жыл бұрын
You´ve got no idea on how helpfull this is! Is there some docs or books or research papers where i could better understand the math you´re doing to center the texture in the render target? i know it´s pretty obvious but i still would like to get more understanding of those tidbits
@weazel725
@weazel725 5 жыл бұрын
5:46 you used a 4d vector for the brush material then masked out the red and green channels. Out of curiosity, is there any specific reason that you wouldn't use a 3d or 2d vector there? Great tutorials so far I'm learning a ton, keep up the good work!
@DanielElliott3d
@DanielElliott3d 5 жыл бұрын
I'm not 100% sure right now because I'm away from my computer but I think parameters come as 4d. I could be wrong ( especially as this was in 4.18 so it might be different in later versions). Thanks for the kind words.
@weazel725
@weazel725 5 жыл бұрын
@@DanielElliott3d ​No problem haha. Didnt think you'd reply so fast! Ignore the comment on realtimefx since its the same question haha.
@DanielElliott3d
@DanielElliott3d 5 жыл бұрын
MunsFX cool no probs, just saw the notification pop up. I like getting comments so always happy to help out.
@elkay80
@elkay80 5 жыл бұрын
Hey Dokipen, big props for explaining this in so much detail! In my project the damage texture from the render target shows up on all 6 faces of the cubes though, not only on the one where the hit was detected. How can I change this?
@DanielElliott3d
@DanielElliott3d 5 жыл бұрын
Where did the cube come from? If each face of the cube shares the same uvs then they will all show the damage. The faces have to have unique uvs. Also any uv seams wont show the damage across the seams. It's one downside to the technique.
@elkay80
@elkay80 5 жыл бұрын
@@DanielElliott3d Thanks for clearing this up. It´s a simple cube from the basic section inside the editor. Can this be unwrapped to uniqe uvs somehow?
@DanielElliott3d
@DanielElliott3d 5 жыл бұрын
@@elkay80 i was using the cube actor that is in the first person template. I thought it was the same as the one from the modes panel. I'll have to check it out and see if there is a box with unique uvs available somewhere in the editor.
@elkay80
@elkay80 5 жыл бұрын
Let me know if you find it. You already helped a lot by telling me why this occurs. I can unwrap a cube in my 3d program and try it on that one
@AlexanderOsadchy
@AlexanderOsadchy 5 жыл бұрын
What about Drawing Damage on Skeletal Mesh? )
@GoatOfTheWoods
@GoatOfTheWoods 5 жыл бұрын
This is what i am trying to achieve. First, enable Per poly collision in Physics in the Mesh section of your skeletal mesh. The trace should hit it now. But, unfortunately, it doesn't render damage under the trace..
@AlexanderOsadchy
@AlexanderOsadchy 5 жыл бұрын
@@GoatOfTheWoods because it returns Physics Asset not mesh
@GoatOfTheWoods
@GoatOfTheWoods 5 жыл бұрын
@@AlexanderOsadchy I am hitting the mesh, i also enabled Per poly collision in the Skeletal Mesh tab of the object
@DanielElliott3d
@DanielElliott3d 5 жыл бұрын
I did some looking into this because fataxel asked as well. answers.unrealengine.com/questions/533665/find-collision-uv-always-returns-zero-for-skeletal.html According to that, it seems that its not supported by the engine, even though there is some code in there at the bottom which suggests it should be possible. but for now unwrapping the skeletal mesh to uv space and using the scene capture actor seems to be the way to go.
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